BITFALL/Assets/Artists/Scripts/Item/AssetableGun.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BITKit;
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namespace BITFALL.Guns
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{
/// <summary>
/// 射击模式的接口
/// </summary>
public interface IFireMode
{
float FireRate { get; }
}
/// <summary>
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/// 后坐力接口定义
/// </summary>
public interface IRecoil:IProperty
{
/// <summary>
/// 后坐力的方向
/// </summary>
Vector3 Recoil { get; }
}
[Serializable]
[CustomType(typeof(IRecoil))]
public struct VectorRecoil:IRecoil
{
[SerializeField] private Vector3 recoil;
public Vector3 Recoil => recoil;
}
/// <summary>
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/// 射击模式的基类
/// </summary>
public record FireMode : IFireMode {
[SerializeField]protected float fireRate;
public float FireRate => fireRate;
}
/// <summary>
/// 自动开火模式
/// </summary>
[System.Serializable]
public record AutoFireMode : FireMode
{
}
/// <summary>
/// 半自动开火模式
/// </summary>
[System.Serializable]
public record SemiFireMode : FireMode
{
}
/// <summary>
/// 爆炸射击模式 BurstRound为爆炸开火时一次发射的子弹数量
///
/// </summary>
[System.Serializable]
public record BurstFireMode : FireMode
{
[SerializeField] protected int brustRound;
[SerializeField] protected float burstFireInterval;
public int BurstRound=> brustRound;
public float BurstFireInterval => burstFireInterval;
}
/// <summary>
/// 资产化武器配置
/// </summary>
[System.Serializable]
public record ArrowFireMode : FireMode
{
}
public class AssetableGun : AssetableEquip
{
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[Header(nameof(AssetableGun))]
[SerializeReference, SubclassSelector] protected IFireMode fireMode;
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[SerializeField] private int initialDamage;
[SerializeField] private int initialBulletForce;
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[SerializeField] private int initialBulletSpeed = 128;
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public IFireMode FireMode => fireMode;
public int InitialBulletForce => initialBulletForce;
public int InitialDamage => initialDamage;
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public int InitialBulletSpeed => initialBulletSpeed;
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}
}